Skill core buff suggestion (Full Version)

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RaXZerGamingZ -> Skill core buff suggestion (12/12/2020 20:31:34)

I want to suggest a buffs to cores so they can better compete with the stat boost cores and eachother, i want all cores to be strong and interesting

Primary

Passives
Lucky Strike: +5% on both versions, affect all melee attacks, restore 75 HP/MP if melee is blocked.
Primary Mastery: Can exceed max crit limit, affect all melee attacks, if you get a critical melee then you get 10% lifesteal (stacks with bloodlust)
Mark of Azrael: +5% crit chance, affect all melee attacks (exceed max crit limit if not already)
Baby Yeti Charge: bonus damage apply to all robots
Dark Yeti Charge: Bonus damage apply to all robots


Actives
Energy Storm: +5%, 6 turn cooldown
Frost Shards: Undeflectable, 6 turn cooldown
Meteor Shower: change to 125%, ignore extra defence on rage
Plasma Meteor: Same as Meteor Shower
Whiteout: undeflectable, reusable with cost increasing per
Crimson Offering: reusable with HP cost increasing every use
Soldiers Grenade: Reusable with cost increasing every use
Omega Override: Reusable with increasing cost
Feast of Flesh: reduce cost to 100HP, reusable with increasing hp cost per use
Spirit Well: reusable with hp cost (1st use is free)
Infernal Fury: reusable with energy cost
Tentacle Prison: reusable with cost increasing per use
Frostbite: unblockable
Frozen Fist: reusable with cost increasing per use
Wolf's Fury: reusable with cost increasing, lower usability to 25% hp
Growth Serum: 4 turns effect, reusable with increasing cost per use
Lifeline: reusable with cost increasing per use

Sidearm

Passives:
Aim Assist: +5% less chance to deflect, if deflected restore 65 HP/MP
Gun Mastery: return bonus damage, allow to exceed max crit limit chance, affect active core aswell if you get a critical melee then you get 10% lifesteal (stacks with bloodlust)
Laser Sights: change to 50% instead of 20%, if deflected restore 25 HP/MP
Super Scope: fix description positioning, +10% on both effects

Actives
Energy Shot: 6 turn cooldown
Piercing Shot: 6 turn cooldown
Ballistic Shield: +5% on both

Armor

Passives
Critical Heal (armor): heals for 40% extra instead of 20%
Nanosteel Armor: if hit with a critical, 25% damage to energy conversion
Overshield: Increase max hp by 300
Radiation Burn: lower chance but make it apply to all melee
Lucky Strike (armor): same as primary, allow effects from if blocked to stack
Absorption: remove from shops, Blood Hawk Armor only
Mastery's Strike: increase both % by 7

Actives
Chairman's Fury: 125% damage
Energy Booster: same as now, except reusable with a health cost added after 1st use
Generator: reusable but after every use the next time will be lower (minimum of 100 HP/MP)
Health Booster: reusable with an energy and rage cost (1st use is free)
Piston Punch: reusable with health and rage cost
Captain's Charge: reusable with cost increasing per use
Infernal Surge: reusable with a HP/MP cost that increases per use (1st use is free)
Spirit Thorns: reusable with a HP/MP cost that increases per use (1st use is free)

Aux

Passives:
Auxilary Mastery: exceed max crit limit, return bonus damage, bonuses apply to active cores too if you get a critical melee then you get 10% lifesteal (stacks with bloodlust)
Aim Assist: same as sidearm, except 85 HP/MP
Laser Sights: same as sidearm, except 50 HP/MP restore
Super Scope: same as sidearm

Actives
Concussive Shot: 105% damage, reusable with cost increasing every time
Improbability Gate: reusable with cost increasing per use, remove damage limit
Hair Trigger: reusable with cost increasing per use (reduce initial cost)
Azrael's Torment: reusable with cost increasing per use

General:
Stat Boost cores: +6
Prime Stat boost cores: +8
Armor stat boost cores: increase stat boost to compete with endless cores better

Reasoning:
I want the cores to be interesting and be able to compete with eachother allot. The way they are now i think is boring. I probably have forgotten some cores, but i think the general idea is clear; if its acitve make it reusable with its cost increasing or a cost being added after the first free use, if it's passive buff it and add additional effects.




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